Thanast
A polytheistic diarchy of Pangolin pharoahs.
Kingdom of Thanast | |||||||||
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Politics and Religion | |||||||||
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Population and Economy | |||||||||
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History
Tribal History
The long tribal histories of the lizardmen are primarly oral, with later histories being preserved in a glyphic language.
Unification
Modern History
Politics
Political Structures
Coregency
Anointed Heirs
Theopolitics
Religion
Polytheism
Folk Religion
The Three Beasts
Ziz, Leviathan, and Behemoth, the legendary beasts created by Menkaureses as the manifestations of the world, said to be so great that his own order of divine guardians locked them away. For this, they where banished to earth, eventually leading to the seven families of draconian nobility of Thanast. This belief stemmed actually from the proclamations of lizardfolk shaman, and their long term prophesies, applied to the draconians who invaded the kingdom and set themselves up as these divine beings.
Ziz
Leviathan
Behemoth
Geography and Ecology
Geography
Outlying wastes of both desert and rough swampland protect a fertile inner landscape of farmland, hills, and river access.
Biosphere
Birds and Flying Creatures
Hieracosphinx
Land-based Creatures
Suchokith
Military
Avatars
Scaled Armies
Cast
- Pharaoh Nefermandias: Diarch of Thanast. Old and tired, Nefermandias has mostly withdrawn from the public eye. He instead spends his time in the many temples and tribal shrines of the country, enjoying his twilight years debating religion with the various priests and scholars.
- Prince-Anointed Ini-Herit: The anointed heir of Nefermandias, Ini-Herit is seen as progressive leader who merges the secular needs and religious basis of the nation. Young, but popular. Acts essentially with the full authority of his father.
- Prince Nefto-Amunaat: Second son of , and an accomplished magi. However, he holds stigma for refusing to serve as a guardian. Spends nearly all of his time traveling to further his arcane learning.
- Prince Takhathorasht: Third and youngest son of Nefermandias, is young, only recently having served in any sort of combat. Generally found with his father, serving as head of the Royal Guard, despite his age.
- Pharoah Ur-Atum II: Second of the Diarchs, Ur-Atum is a middle aged warrior who has spent much of his life questing for relics and protecting his county directly. However, his chief wife has yet to produce for him a male heir. Instead, Ur-Atum II is known for having many cluches of daughters who often fight along side him, including the eldest, . Rumored to be soon anointed, she is also is rumored to be illicitly involved with Prince Ini-Herit, a fact which could spell scandal and, some grave voices say, disaster.
- Princess Shedra-Khuut: Eldest daughter of Ur-Atum II.
- High Priest Amenhotep: The chief religious authority of Thanast, Amenhotep is an outspoken but supportive authority who serves as moral compass for the diarchs.
- Nesemdet: Chief of the Magi
- Kerdaq Pakosh-Memasht: Lord at Arms
Prelim Domain/Pricing
Race
Beastfolk (Pangolinfolk)
Catgirls and furries, oh my!
Cost: 20
Racial Alignment: Void
It's Ginormous
Armor
Burrowing
Main Domains
Fertile Core
Chaotic Wilds
The destruction of the node tap unleashed the full pent-up power of the Chaos Node, pouring the essence of life into the surrounding area. The resulting jungles were choked with vegetative growth and to this day they remain almost impenetrable, though strange treasures await intrepid explorers.
10 points
Produces 1 Food and 50 Gold
Highly defensible
Attritionary
Beasts
Town
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
10 points
Requires 1 Food
Produces 200 Gold and 10 Books
2 Common Draft
Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport
Genesis
A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful.
+10 points
Doubles food output (minimum of +1)
Units heal rapidly
+1 Common Draft
Savage Delta
Marshy Wastes
While most wastelands are characterized by rocks, sand and ice where little lives, marshes are the exact opposite. Their slow, stagnant waters are host to myriads of plants and animals and may even be somewhat pleasant. Unfortunately, they tend to spawn rather unpleasant diseases and parasites and are essentially trackless to anyone without a boat or skyship.
10 points
Produces 1 food and 25 Gold
Highly defensible
Attritionary
Impassible to all non-infantry ground units, save those specially made for Marshy Wastes.
Beasts
Water Node
Endless fonts of crystal-clear water that fades to the deepest indigo above their unknown depths, Water Nodes are sources of pure water, even when they are found in an ocean.
50 points
Void-Aligned
Each Water Node provides 1250 Mana
Increases City and Keep drafts by +1 each
City
Much larger than Towns, Cities are centers of commerce and production. It is in Cities that the most powerful and amazing weapons and magics are crafted.
50 points
Requires 5 Food
Produces 1000 Gold, 250 Mana and 30 Books
6 Common Draft, 1 Noble Draft
Production sites for all Mechanical units.
Keep
Large fortified castles, complete with forges, smithies, bowyers, enchanters, ridiculously giant cannons, early-warning scrying pools and a rickety wizard's castle.
30 points
Requires 1 Food and 100 gold
Produces 250 Mana and 10 Books
2 Noble Draft
Must be seized and captured before the associated Domain can be conquered.
Maintains 25 gold/month of units free of charge, so long as they remain in the Domain.
Town
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
10 points
Requires 1 Food
Produces 200 Gold and 10 Books
2 Common Draft
Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport
Stockade
Some warriors are perfectly happy with a proud stallion for their mount, but some prefer something a bit more exotic. Perhaps with the ability to breath fire, or fly through the air, or simply be fifty feet tall.
10 points
-1 Common Draft
Produces 25 Beasts
Highlands
Terraced Hills
Some hills have been terraced over centuries, turned to growing rice or other plants.
10 points
Produces 2 Food and 50 Gold
1 Common Draft
Defensible
Adamantium, Gold
Genesis
A few rare areas of Arcana are peculiar outwellings of life energy. Different from Wood Nodes, in these places wounds heal with the speed of magic, sicknesses fade and fatigue is rare. Furthermore, the food grown in these areas is almost unseemly bountiful.
+10 points
Doubles food output (minimum of +1)
Units heal rapidly
+1 Common Draft
Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport
Town
Vital cogs in a nation's economy, Towns are home to thousands of people. Like Keeps, they are home to various craftspeople and specialists.
10 points
Requires 1 Food
Produces 200 Gold and 10 Books
2 Common Draft
Adamantium Mine
The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.
10 points
Produces 250 Adamantium
Adamantium Mine
The reddish, incredibly tough metal known as Adamantium is prized across Arcana. While it makes excellent armor and weapons, it is one of the few substances (and by far the most available) that can be used to construct the frames of Guymelefs.
10 points
Produces 250 Adamantium
Beast Wastes
Wastes
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
1 point
Attritionary
Beasts
Stockade
Some warriors are perfectly happy with a proud stallion for their mount, but some prefer something a bit more exotic. Perhaps with the ability to breath fire, or fly through the air, or simply be fifty feet tall.
10 points
-1 Common Draft
Produces 25 Beasts
Major River
Large rivers are natural points of commerce and travel, in addition their riverbanks are rich sources of food.
+5 points
Produces +1 Food and +50 Gold
(potentially) defensible
River transport
4x Great Desert
Wastes
Deserts, swamps or tundras. Not nice places to be, but they make great borders.
1 point
Attritionary
Beasts
Army Units
Avatar of Ziz
Born into the world through magic and ritualistic sacrifice, the Avatar of Ziz is a pale shadow of what the true Ziz is said to be capable of, but even in this smaller form it is a creature of great and terrible strength. The Avatar of Ziz takes the form of a colossal bird, a sort of gigantic golden eagle creature that seems to shine with unbearable radiance. He often uses this radiance to blind entire formations, or burn away men with the sheer power of it's light.
Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana
-2x Celerity
-Flight
-It's Ginormous!
-Crushing Strength
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism
-Vitirolic Breath
Buffer
For when durability is second to mobility but not to be ignored.
Cost: 50 Mana
Cost: 800
Essense of Leviathan
The second of the legendary creatures' lesser forms is the Essense of Leviathan, a gigantic eel-like fish that writhes with tentacles and a colossal mouth filled with adamantium-strength teeth that drip with a foul necrotic ichor. When Leviathan roars, he unleashes a wave of this poisonous ichor that melts flesh from bones and sears the earth itself of life.
Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana
-Celerity
-Vitirolic Breath
-Burrowing
-Aquatic
-Crushing Strength
-It's Ginormous!
-Stealthy
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism
Adamantium Skirmish Plate
Cost: 25 Gold, 25 Adamantium
Cost: 800
Incarnation of Behemoth
Last and largest of the lesser forms, the Incarnation of Behemoth is a truly terrifying foe, one of impossible size, capable of digging through the earth as if it were water. He is cased in adamantium, the plates seered directly to his body that appears as some sort of terrible combination of turtle, dragon, and dinosaur. His spikes, horns, and claws have been sheathed in adamantium and filed to a razor edge, capable of tearing through fortifications with ease.
Giant Legendary Creature
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Node
Abilities: 10
Cost: 75 Beasts
Upkeep: 75 Mana
-Armor
-Burrowing
-Regeneration
-Why Won't You Die?!
-Etheric Metabolism
-3x It's Ginormous!
-2x Crushing Strength
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
Adamantium Artisan Melee Weapons
Cost: 80 Gold, 80 Adamantium
Cost: 1110
Tribal Levies (Fodder)
Many of the outer towns are still fairly backwards, but they too supply forces to the draconian pharoahs. These tribal levies are equipped far simpler then their more civilizard compatriots, but they are remarkably easy to train and maintain, though in times of dire need what little training they are given is amended in the sake of speed.
Peasants
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5
Throwing Axe
Cost: 5
Plated Coat
Cost: 5
Cost: 15
20 Units
Spikers (Skirmisher)
Amongst the most basic of the Pharoah's armed forces, the Spikers are the main skirmisher unit of the Pharoah's armies. They are known for the adamantium javelins they pepper foes with, and the sorcerous spears dripping with magical poisons they finish them off
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Sorcerous Spear
Cost: 5 Gold, 10 Mana
Upkeep: 5 Mana
Adamantium Javelins
Cost: 3 Gold, 3 Adamantium
Skirmisher Armour
Cost: 10 Gold
Charged Light Shield
Cost: 4 Gold, 10 Mana
Cost: 45
30 Units
Pikers (Line Infantry)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Sorcerous Pike
Cost: 12 Gold, 24 Mana
Upkeep: 5 Mana
Javelins
Cost: 3 Gold
Partial Plate
Cost: 25 Gold
Charged Light Shield
Cost: 4 Gold, 10 Mana
Cost: 80
40 Units
Bolters (Heavy Ranged)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5 Gold
Adamantium Arbalest
Cost: 20 Gold, 20 Adamantium
Plated Coat
Cost: 5
Charged Pavise
Cost: 25 Gold, 10 Mana
Cost: 85
20 Units
Hunters (Light Ranged)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Spear
Cost: 5 Gold
Adamantium Sorcerous Compound Bow
Cost: 10 Gold, 10 Adamantium, 20 Mana
Upkeep: 5 Mana
Plated Coat
Cost: 5
Cost: 50
30 Units
Raiders (Elite Infantry, Rides Beasts)
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Adamantium Sidesword
Cost: 15 Gold, 15 Adamantium
Adamantium Arbalest
Cost: 20 Gold, 20 Adamantium
Sorcerous Throwingbombs
Cost: -
Upkeep: 10 Gold, 5 Mana
Elven Weave Lamellar
Cost: 15 Gold, 15 Adamantium, 50 Mana
Upkeep: 10 Mana
Cost: 205 Gold
3 Unit
Linebreakers (Heavy Infantry)
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Sorcerous Adamantium Halberd
Cost: 35 Gold, 35 Adamantium, 70 Mana
Upkeep: 5 Mana
Adamantium Throwing Axe-Bombs
Cost: 5 Gold, 5 Adamantium
Upkeep: 10 Gold
Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana
Cost: 255
5 Unit
Scout Riders (Light Cavalry)
Militia
Training Cost: 0 Gold
Upkeep Cost: 3 Gold
Adamantium Alfar Spear
Cost: 10 Gold, 5 Adamantium, 50 Mana
Adamantium Compound Bow
Cost: 10 Gold, 10 Adamantium
Lamellar
Cost: 15 Gold
Charged Full Shield
Cost: 10 Gold, 10 Mana
Rouncey Beast
Cost: 1 Beast or 15 Gold
Cost: 130
15 Units
Chariots (Heavy Cav)
Men-at-arms
Training Cost: 50 Gold
Upkeep Cost: 6 Gold
Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Adamantium Compound Bow
Cost: 10 Gold, 10 Adamantium<br?
Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana
Charged Full Shield
Cost: 10 Gold, 10 Mana
Common
Requirements:
Domain: -
Sites in Domain: Stockades
Abilities: 1
Cost: 8 Beasts
Upkeep: 8 Gold
-Celerity
Cost: 245
5 Units
Avatars of the War God (Heavy Knight)
Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)
Sorcerorous Adamantium Warhammer
Cost: 20 Gold, 20 Adamantium, 40 Mana
Upkeep: 5 Mana
Adamantium Embodied Superheavy Plate
Cost: 100 Gold, 100 Adamantium, 100 Mana
Upkeep: 10 Mana
Adamantium Throwing Axes
Cost: 5 Gold, 5 Adamantium
Sorcerous Throwingbombs
Cost: -
Upkeep: 10 Gold, 5 Mana
Charged Full Shield
Cost: 10 Gold, 10 Mana
Cost: 610
1 Unit
Avatars of the Sky God (Cavalry Knight)
Knights
Training Cost: 200 Gold
Upkeep Cost: 16 Gold (8 when not mobilized)
Sorcerous Adamantium Spear
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Sorcerous Throwingbombs
Cost: -
Upkeep: 10 Gold, 5 Mana
Sorcerous Adamantium Throwing Axe
Cost: 5 Gold, 5 Adamantium, 10 Mana
Upkeep: 5 Mana
Enchanted Plated Mail
Cost: 25 Gold, 30 Mana
Upkeep: 3 Mana
Charged Full Shield
Cost: 10 Gold, 10 Mana
Exotic
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 2
Cost: 16 Beasts
Upkeep: 16 Gold
-Flight
Skirmish Plate
Cost: 25 Gold
Cost: 500
1 Unit
Battle Beast (Fire Support)
Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold
-It's Ginormous!
Adamantium Battle Plate
Cost: 50 Gold, 50 Adamantium
War Howdah
Cost: 30 Gold
Adamantium Ballista
Cost: 75 Gold, 75 Adamantium
Upkeep: 5 Gold
Weapon Size: Small
Cost: 480
3 Unit
Siege Beast (Siege Support)
Exotic
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 2
Cost: 40
Upkeep: 40 Gold
-It's Ginormous!
-Crushing Strength
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
War Howdah
Cost: 30 Gold
Adamantium Explosive Catapult
Cost: 100 Gold, 100 Mana, 100 Adamantium
Upkeep: 7 Gold, 20 Mana
Weapon Size: Large
Cost: 930
1 Unit
Obelisk of Light (Mage Support)
Artillery Carriage (Large)
Construction Cost: 30 Gold
Max Weapon Size: Large
Lightning Launcher
Cost: 150 Gold + 150 Mana
Upkeep: 15 Gold + 15 Mana
Size: Large
Buffer
Cost: 50 Mana
Mystic Focus
Cost: 100 Mana
Cost: 480
Flight Beast Squadron (Air Support)
Rare
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100
Upkeep: 50 Gold + 50 Mana
-Flight
-Etheric Metabolism
-Viterolic Breath
War Howdah
Cost: 30 Gold
Adamantium Ballista
Cost: 75 Gold, 75 Adamantium
Upkeep: 5 Gold
Weapon Size: Small
Cost: 1180
1 Unit
Giant Fire Pangolin (Heavy Support)
Rare creatures of amazing power, the Fire Pangolin are a strange breed which appeared only recently. Living in the mountains, they have recieved a truly epic infusion of magical power that supercharges their inner fire and turns it into unprecidented strength and the ability to scorch almost anything. For this reason they are equipped with nearly pure adamantium equipment; anything less melts in their grasp; the plates they wear have long fused onto their body.
Rare
Requirements:
Domain: Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades and Keep
Abilities: 4
Cost: 100
Upkeep: 50 Gold + 50 Mana
-Armored
-Etheric Metabolism
-It Burns!
-Burrowing
Adamantium Siege Plate
Cost: 100 Gold, 100 Adamantium
Adamantium Giant Mauls
Cost: 40 Gold, 40 Adamantium
Cost: 1280
1 Unit
Pangogres (Fire Support)
Common
Requirements:
Domain: Wilds, Chaotic Wilds or Marshy Wastes
Sites in Domain: Stockades
Abilities: 1
Cost: 20
Upkeep: 20 Gold
-Armor
Adamantium Skirmish Plate
Cost: 25 Gold, 25 Adamantium
Giant Mauls
Cost: 40 Gold
Weapon Size: Small
Barrelbombs
Cost: - (It's just a barrel full of kaboom)
Upkeep: 15 Gold
Weapon Size: Small
Adamantium Ballista
Cost: 75 Gold, 75 Adamantium
Upkeep: 5 Gold
Weapon Size: Small
Cost: 440
1 Unit
Remaining Funds
2975 Remaining of 25000